I will work a bit more on the controls and implement sound-fx.Until now it has still more of an alpha status.

Technical info: it uses plain normal Java2D, with some wrappers for the original JavaME code.Most of the work was to move it from keypad controls to mouse+keyboard.

Most of the graphics (terrain, units) where made in the gamestudio WED leveleditor and then rendered isometrically and withshadows + some GIMP editing. Was somehow the quickest way for me to make them.

The first missions are unlocked, and (since there is not save feature) the others can be restarted witha "secret" levelcode you can look up when finishing a mission. (so 1990)

It worked quite well. The user had an accelerated cursor, that was operated with the keypad.Thats also why there is a pause function (as using the keypad would be too slow to control many units in realtime)There was also unit group selection, which is not reimplemented yet to PC "standards".

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Nice art!

Thanks, Im not really graphics artist. The method I used for creating the 3D modelsand rendering it creates this nice classic 2D-Iso look. The GUI elements are created in GIMP.Ok, the Main menu is a placeholder and not very polished.

You will notice that many of the assets are color-indexed. This was done to preserve a small size in theresulting jar (down to 350kb on the low-grade phone version)

The game is pretty good, actually. I was messing around with the engine and encountered a bug. If you build a building on the south edge of the map and you build a unit, it completely crashes the game. I think because the spawning point is off the edge of the map and causes the game to crash, I was on mission 7 when that happened.

ok I tried it and it's pretty fun Here are a few remarks in no specific order:- I've got a bug: there's a black square rendered on top of your custom mouse cursor, as if the native cursor was still rendered ... but with a black square - I think it would be cool to be able to scroll the map with the keyboard ( arrows )- fullscreen !!! That would be cool too - I'm not a big fan of the ingame menu: - it's difficult to open it without scrolling the map - when the menu is opened, the mouse is like "captured" by the menu, meaning that if I click anywhere in the screen it actually selects a menu option, it would be better I think to close the menu when clicking outside.- when building something, it would be nice to be able to cancel after selecting in the menu but before clicking on the map ... maybe with the right click ..- it's impossible to fire at a moving unit! This is quite frustrating because the enemy was keeping coming to my base, causing damages and then leaving with just a few lifepoints left ... and I wasn't able to kill them - maybe it's a bit early to ask this but I don't like when my units are pursuing automatically enemy units. With this it becomes rapidly a mess where all your units are just going everywhere in the map without control. It would be nice to give orders to the units like "stay in position!" - I've found a bit strange to come back to the main menu between each mission. It was kind of "breaking" the mission flow.

Ah one more, click on text narration shouldn't end the story but complete current sentence

+1 !

Otherwise I though it was really nice and fun, it was a good surprise to have a tutorial level at the begining and to have naration/cut scenes. The graphics are cool even if the tiles do not tile perfectly ( meaning that we see a break in the textures ) .. but that was a detail.

I actually use an "empty" custom cursor to make the normal cursor invisible.In your case this must not have worked and used a filled (not a transparent) square instead.What JVM and System do you have? (edit: ok, just see that this is in Windows for me too,)

Yes the ingame menu is not very optimal. It is this way because in the original version it was to be usedwith the keypad / softkeys of a phone. Thats also why it pauses the game (much more hassle on a phone to make quick inputs)I migh just make a qickexit when clicking pressing outside of it.

The Enemy-AI retreats when it is hurt too much. I think its funny. Because normally Game-AIs keep on fighting until they are dead.I will map the "S" key to a new state "keep position" orjust make the player-AI stop pursuing units when going to far from the last command-position.

As casual rts gamer (on PC), I think that it could be nice if we can bind group of unit (like Ctrl+1..9/1..9 in starcraft or C&C) but I understand that it could be irrelevant on smartphone. An other problem I have on PC is the scroll: when my mouse quit the applet zone the scroll stop. it could be very annoying wen you are in the middle of a fight. Maybe it could be interesting to not stop the scrolling.

For the scolling: I had "nonstopping" scrolling before, but this also had problems with scollingout of scene when you move the cursor out of the applet (checking Skype etc.).So I stop the scrolling when the applet looses pointer-focus.Actually the best alternative is to add keyboard scrolling.

You can use the "X" key to stop the action, and still issue commands (a feature done for the old cumbersome keypad phone input)

In the code is actually group selection, but its still mapped to Phone keys